Custom Blood Magic: Ritual

Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.

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Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 6XP
MET Mechanics:

Due to their legacy of mortal magic, many Ashipu are very familiar with mystical talismans and powerful magic weapons.  While many blood sorcerers also benefit from these magical trinkets so too does the Ashipu’s enemies.  As a result some Ashipu developed this ritual as master of heaven and earth to call upon the heavens to intervene for a time and deny such mystical items their properties when around the Ashipu.  To perform this ritual the Ashipu must gather an appropriate offering to whichever deities they may follow and offer a blood sacrifice and prayer to protect them.  After which the Ashipu takes the blood and paints their face ritualistically.  For the next hour the Ashipu is protected from mystical items (though that means they may not use any themselves); as the blood from their face slowly wilts and is consumed over the time of the ritual.

System:  This ritual costs 1 blood to cast, and once cast this ritual lasts a scene or an hour, and may not be ended early.  During that time, any magic item of any type ceases to function in a radius around the caster equal to a number of yards times their Permanent Willpower score.  This ritual affects magic items of all types, and those so affected are unable to call upon their supernatural abilities and qualities while within the radius.  Such items revert to their mundane status while within the confines of this ritual.  The caster and his allies are not immune to the effects of this ritual; and thus are also unable to call upon magic items of any kind.  Once the magic item leaves the radius of the caster they return to their normal function.  This ritual affects any and all magic items from Fetishes, to Treasures, to Wonders, or anything else that is not a mundane item.  This ritual has no effects on item benefits from the Crafts Ability.

Date of Archival: 15-Mar-2021
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 4XP
MET Mechanics:

The caster must carve an amulet from olive wood using Crafts: Amulets (at any level) to serve as a specific focus for this ritual. The amulet must be made into the shape of an eight-pointed star as a symbol associated with the goddess Inanna. A dove is then sacrificed at a shrine dedicated to Inanna and mixed with the blood of the caster (one blood point) in a clay bowl. The amulet must then be put in the bowl and placed beneath the light of a full moon overnight. The amulet will absorb the concoction of blood and turn a deep rose color. Once completed, the ritual remains active until there is an attempt to scry on the caster. The amulet will then protect the user from being scryed upon for the remainder of the night and will crumble into ash afterwards. Only one amulet may be active through the use of this ritual at a time.

Date of Archival: 30-May-2018
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

Those chosen by the Lords of Shadow are gifted true insight and mastery into the Abyss. No other vampire can hope to claim such mastery or protection from the realm they feel more at home within. The Abyss Mystics sacrifices his blood in complete darkness as he whispers forgotten prayers in an alien tongue to the Lords of Shadow. If they find his sacrifice worthy; the Lords of Shadow reward the mystic with a powerful defense against those that would seek them harm from the abyss.
System: Once cast the character gains a number of bonus traits equal to their obtenebration rating on all challenges to defend against uses of Obtenebration or Abyss Mysticism against thtem. This ritual lasts for one night.

Date of Archival: 17-Apr-2020
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 2XP
MET Mechanics:

Basic

 

In the same fashion as the ritual Shift the Winds guards a building against wind, this ritual protects against water damage. During the 4-hour casting time the Tremere places a willow wood carving of an eagle grasping a salmon-specifically designed for this ritual-somewhere on the building to be protected, as well as anoints the outside of the building with special oils and incense. After that is done the Tremere spends one willpower per Mental Challenge (difficulty 10 traits, retest occult ) they wish to make. Each win will negate One Level of Damage to the building caused by natural flood damage. Once a level of damage is prevented per win or a year has passed the ritual will end.

Date of Archival: 16-Feb-2017
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Sadhana
XP Cost: 6XP
MET Mechanics:

System: *Sit in meditation for an hour chanting this ritual. Expend a willpower and upon success of the ritual teleport to the Shrine of Shiva in Mumbai. This ritual cannot be hung for use later by any means and must be used at the time of casting. (No Lesser or Greater Trigger, time sphere, time realm, anything that lets it be hung for a moment's use.)

When you wish to return to where you started from you must meditate for an hour chanting again and spend another Willpower. 

There are only ever 2 locations that you can teleport too. Mumbai Shrine of Shiva and wherever you started from when casting the start of this ritual.

Date of Archival: 16-Jan-2017
Ravnos
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 2XP
MET Mechanics:

By casting this ritual, the Mystic is capable of altering the size of one's Shroud of the Abyss. This takes a full round of concentration but one is capable of changing it from the extent of one body size to an additional 10ft of radius. Any alterations to the size of the Shroud during a combat round happen at the end of the round.

If the Caster fails, they are incapable of controlling the size of the Shroud for the next one that they create.

Date of Archival: 06-Jul-2024
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Abyssal Mysticism
XP Cost: 4XP
MET Mechanics:

With a new day and age, Abyss Mystics are adapting the way that the Abyss works. One in particular has extended the use of the Ritual "Feed the Darkness" Onto one's Shroud.

Mechanics:
By casting this ritual, The next shroud that the Mystic creates into existence. For every round that an entity is within the Shroud, The abyss will drink away one blood point of the individual. The taking of the blood point is done at End of Round Actions.

If the Caster fails to cast the ritual, the Abyss will not allow the next creation of the Shroud by them.

Date of Archival: 06-Jul-2024
Lasombra
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Thaumaturgy - Hermetic
XP Cost: 6XP
MET Mechanics:

Ritual Level: Advanced

Ritual Concept: This Rituals allows commands to be implanted on inanimate objects and later obeyed without having to recast elemental Mastery: Animate the Unmoving at a later date. This ritual only works on items that can be effected by Elemental Mastery: Animate the Unmoving, and lasts for 30 days or until the command is triggered (whichever is shorter). This Ritual Does not allow you to change your command after casting or allow open ended commands to be delayed. For example, a command such as “protect me” would be acceptable, but “do what I say” would not. You are limited to your occult ability in how many commands in total you may have at the ready, regardless of the amount of objects made with this ritual. It is recommended that the caster also have the Craft ability Engraving or similar skill at least two (but not required).

System: The caster spends one Blood and one temporary Willpower while crafting a simple item and chanting. The caster also engraves a sigil onto both the item to be animated and the simple trigger item (it must be the same sigil), then places a shaving from the trigger item into the symbol carved on the object to be animated. It is then sealed shut by applying the caster’s vitae to the sigil. This does not require a full blood trait and cannot be used as a sympathetic link to the caster. During the course of the ritual (not before or after), the caster awakens the object through use of Elemental Mastery: Animate the Unmoving and informs it of their command. After this command is granted the object returns to its normal state awaiting the return of the magic held in the linked trigger item. During the process of sealing the sigil, the trigger object and enchanted object are now permanently linked to one another. The trigger may not be linked to any other object at any time, and each trigger contains one command only.

Note: The caster may use multiple triggers for the same item for other single commands, but a trigger may only activate one direct command. Once the trigger item is broken (regardless of who breaks it), the commanded object awakens and obeys the command for as long as Animate the Unmoving would typically be in effect; typically ten minutes or the length of the scene (whichever is shorter and up to ST discretion).

Date of Archival: 18-Oct-2021
Tremere
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 6XP
MET Mechanics:

"The ashipu takes a magic object, puts it in a circle surrounded by runes. The user then cuts her palm, doing one lethal damage to his/herself. The ashipu then applies three traits of his/her life's blood to the object until it fully soaks into it. The user chants incantations to activate the magic imbued in the object and his own to create a link between their magic. This ritual takes over 8 hours and when it is finished, the user has a link between his/her magic and the magic used originally on the object.  The user does not know the exact location of the other user, but has a strong sense of direction and distance."

Date of Archival: 13-Jan-2016
Assamite
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Black Hand Aljusuri
XP Cost: 6XP
MET Mechanics:

Members of the Tal’Mahe’Ra are masters as mystically obfuscating their allegiances and tracks.  As such members of the Brotherhood of Purity have developed this ritual to pierce all forms of concealment a Tal’Mahe’Ra member might use to keep their allegiances secret from others.  The problem with the ritual is it will not identify anyone as Tal’Mahe’Ra; it simply removes their supernatural protections.  The caster still has to guess who might be a member to perform this ritual and then still do the leg work to confirm that suspicion.
System:  Once you cast this ritual make a contested mental challenge against your target whom you have named, retested with Occult.  Should you succeed the victim loses the ability to call upon any form of supernatural protection to conceal their connection to worship of the Antediluvians, regardless what form that protection takes.

Date of Archival: 02-Apr-2021
Sabbat
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Necromancy - Western
XP Cost: 2XP
MET Mechanics:

SUMMARY
This sweet, viscous concoction is a favorite at family dinners and is often served when the Giovanni clan comes together for business or pleasure. The mixture of honey, vitae, and anemones grown over a grave produces a heady, euphoric feeling and a heightened defense against the creatures of the Shadowlands.

SYSTEM
To create the Sip of Death, you must spend 5 minutes cooking your concoction in a cast-iron pot over an open flame. You may create up to 5 draughts in each batch; however, you must include 1 point of Blood for each serving. Once imbibed, the drinker gains one free retest to be used in any test against a wraith or specter. A vampire may only benefit from one use of Sip of Death per night. The potion’s magic fades at sunrise if unused; unconsumed potions lose their potency at the end of the night. The blood used in the draught creation process is rendered inert by this ritual. As such, by ingesting a draught the imbiber does not gain a blood trait or suffer from any mundane or supernatural effects or taints of the blood used nor will they be at risk of the blood bond.

SOURCE
BNS: MET - VTM - V2 (2021)

Date of Archival: 11-Oct-2024
Giovanni
Custom Content Category: Blood Magic: Ritual
Blood Magic Category: Koldunic Sorcery
XP Cost: 6XP
MET Mechanics:

“Wind, fire, all that kind of thing!”

Earth, Wind, Water, Fire, Spirit

 

Combining items represeting each of the 5 elements in a brazier and using their ancient sorcery, Kolduns have the ability to defend themselves against all magic.

System:

The caster is required to possess a minimum of all basic levels in all Base elemental Ways (Wind, Water, Fire, Earth, Spirit) before being able to purchase this ritual.  As his levels in all ways increases so does the effectiveness of the ritual as outlined in the chart below.  This ritual lasts for 3 evenings at which point all components materials will need to be gathered and the ritual performed again.

Basic Ways +1 additional trait bid for all magic targeting the Koldun

Intermediate Ways +1 additional trait bid for all magic targeting the Koldun

Advanced Ways +1 temper expended for all magic targeting the Koldun

Date of Archival: 12-Sep-2020
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